Shelter from Magnus' Blaze 9

Post » Fri May 04, 2012 9:55 am

Just a few questions about shaders

I've been trying to find out what causes the big hits to FPS for me in interiors - I thought it wouls be SSAO but found it was bloom soft doing the most damage - Which I really like as it makes skin look more alive and translucent - um that probably sounds like I'm more interested in the skin than I should be

Anyway as I was testing I noticed HDR also changes the colour of skin - adding a bloom type effect to it - is HDR based on a bloom shader?

Is there any way you can optimise the soft bloom?
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Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Fri May 04, 2012 5:27 pm

Only noticed 1 small issue that comes up. everything was set up.perfectly, no errors at all but I'm getting this flickering black line across the length of my screen. I tried re-running the setup but its still there. unchecked all my mods and no luck. is there any way to fix this thing?

edit: noticed now it only happens on exterior areas except for the boat at the start. thought it might be FantasyMorrowind so took out those textures, no luck.

It only occurs on some people's systems. If you have some time to help figure out the cause please contact me with a message or MSN.

hrnchamd do you think you could add a option to the underwater effect shader to enable blur?
i found this mod (http://tes.nexusmods.com/downloads/file.php?id=23440) and thought that you might be able to accomplish this without blurring the HUD.

also is it possible that you make this shader (http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8147) compatible with MGEXE?

a general question - is it possible that shaders take the height above/below sea level to account? (for example the screen gets darker the deeper you dive)

There's already a small blur on underwater effects, but I think it including it by default would be annoying for gameplay reasons. You could edit a copy of the DoF shader to be real blurry and only turn on underwater. Shaders can already access eye position and water level, so I could add darkness as you go underwater. Again, for gameplay reasons it needs tuning because there are deep ruins and shipwrecks that need to be accessible and I don't have the time to survey everything.

I have a laptop with an NVIDIA GT 240M and the most recent beta driver. In MGEXE, I turned off AA and AF completely. However, in the NVIDIA control panel, the default option was "application controlled - ON" for all the AA and AF options. I went ahead and did an override in the MW specific settings. The weird thing is, I got a couple FPS back after doing it. Was some AA and/or AF still going even with it turned off in MGEXE or was the FPS gain simply a coincidence?

The driver handles all the anti-aliasing and AF anyway. When you start Direct3D, you just pass the multisample and AF settings to it, everything else happens automatically. I don't see the difference.

Following on, my exterior was http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20078.jpgmeshes BUT, by pure chance, I discovered it's not always the case.
After heading to Red Mountain to check out something else (under normal lighting), I then re-enabled the new lighting during a blight storm. Being in the middle of nowhere, there was naturally no difference in lighting, and I wasn't sure if the toggle responded.
So, I CoC'd to Seyda Neen, so still had blight there. Went into an interior to check what lighting I had on, ensured the new method was on, and so went outside again.
Blight storm was gradually fading out, but I could see the town just fine, then suddenly, wham, all black again.
So I waited around in town for weather to change, and eventually I had fog, and I could see town again (which looked just fine during foggy day and night)

The lighting system will break like that if there's a light source (hard-coded or not) with all zero falloff, not including sunlight. I don't think weather can do that, but a lighting mod or light spell could. Check for something like that, in the mean time edit shaders/XE FixedFuncEmu.fx and comment out line 89 and uncomment line 90:

// Attenuation// (faster) float4 att = 1.0 / (lightFalloffQuadratic[group] * dist2 + lightFalloffConstant);float4 att = 1.0 / (lightFalloffQuadratic[group] * dist2 + lightFalloffLinear[group] * dist + lightFalloffConstant);


I've been trying to find out what causes the big hits to FPS for me in interiors - I thought it wouls be SSAO but found it was bloom soft doing the most damage - Which I really like as it makes skin look more alive and translucent - um that probably sounds like I'm more interested in the skin than I should be

Anyway as I was testing I noticed HDR also changes the colour of skin - adding a bloom type effect to it - is HDR based on a bloom shader?

Bloom Soft is originally by peachy. With 10 passes, it's not all that fast but good at what it does. Optimizing will inevitably change how it looks a little. Softening skin illumination is very important in modern rendering, the diffuse response of skin is soft due to the translucent dermis spreading light around more than hard object surfaces do.

HDR applies an approximation of camera film response to light, increasing saturation of dark colours and blowing out light tones a little, depending on light levels. Like cameras, the colour response changes as film exposure doesn't exactly match how the eye perceives changes. It's not bloom because it doesn't have a spread, it won't soften a point light out; it's tonal response only.
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dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Fri May 04, 2012 3:02 pm

Hmm... well soft bloom knocks 20 fps off interiors - seems to the biggest hitter so I was just wondering - It is very nice though and I'm reluctant to leave it out of my list.

Thanks for the info on HDR - I had thought it was only for simulating pupil dilation yet it clearly does more with no discernible impact to FPS

And thanks for all the work on MGE XE - I've done a lot of playing in the past few weeks and have really enjoyed using it
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Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Fri May 04, 2012 1:48 pm

With the new lighting functionnality, the rain appears to have black effect around his edges.

Lighting functionnality OFF => http://img72.imageshack.us/img72/4310/withoutnewlighting.jpg
Lighting functionnality ON => http://img23.imageshack.us/img23/3591/withnewlighting.jpg

I use a modified mesh for the rain with his speed accelerated and new textures => Better Rain's mod.

This original mod wasn't compatible with MGE because of the NiSpecularProperty node in the rain's mesh, making the rain appeared with black edges (like above with your new lighting functionnality) ; so I have removed this node in the mesh and all was workign perfectly.
But now with your new lighting functionnality the bug is reappeared, weird.

Here is the mod in question (they're many meshes in it, it's normal it's for the choice of the rain speed):
my version (without the NiSpecularProperty node) => http://www.mediafire.com/?1bteh3x7sw9qk8t


I was being translating MGE XE to french, and I have seen somes bugs:

- Distant Land => Water - Interior => the tooltip don't appear


In the distant land wizard at the load order window, the text "Standard usage: check......" which is under the load order list, ;when you enlarge the window menu this text show up in the middle of the load order list, hiding some plugins names. really weird XD


Can you enlarge/or allow the enlarging all the buttons in the distant land wizard, please :biggrin:


In the shader menu, there is a text which give somes recommandations:
Recommendations:
Performance - either Bloom
Medium quality - DoF, Sunshafts, either Bloom
High quality - SSAO, DoF, both Underwater Effects, Sunshafts, either Bloom, HDR


But I don't get it why either Bloom every time?
And either of which?


And some texts can be translated yet ^^
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Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Fri May 04, 2012 5:41 pm

The lighting system will break like that if there's a light source (hard-coded or not) with all zero falloff, not including sunlight. I don't think weather can do that, but a lighting mod or light spell could. Check for something like that, in the mean time edit shaders/XE FixedFuncEmu.fx and comment out line 89 and uncomment line 90:

// Attenuation// (faster) float4 att = 1.0 / (lightFalloffQuadratic[group] * dist2 + lightFalloffConstant);float4 att = 1.0 / (lightFalloffQuadratic[group] * dist2 + lightFalloffLinear[group] * dist + lightFalloffConstant);
I'll try again without my lighting mod. I have added light sources that enable/disable depending on time and weather. That might be something to do with it.
I'll also try that file adjustment too.
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Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Fri May 04, 2012 11:22 am

Update. Disabled my lighting mods, so using default lights, still same blackness problems (started a new game, straight off the boat, black).
Changed the fx file, and the exterior lighting works.

Very odd though, as since I've got the light settings to your recommendations, Linear value is zero, so there is no difference between row 89 and 90 as a result.

One thing I have noticed, it does make exteriors brighter during the day (which is fine), which enhances the effect of the bloom shader even more. Maybe the bloom shaders need their effects tuned down a little bit? I'll have to experiment with the shaders for my setup, but I thought I'd report it.
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Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Fri May 04, 2012 4:05 pm

That last patch may also have fixed the infinite dynamic ripples problem, forgot to mention.


With the new lighting functionnality, the rain appears to have black effect around his edges.

Lighting functionnality OFF => http://img72.imageshack.us/img72/4310/withoutnewlighting.jpg
Lighting functionnality ON => http://img23.imageshack.us/img23/3591/withnewlighting.jpg

I use a modified mesh for the rain with his speed accelerated and new textures => Better Rain's mod.

Better Rain meshes are just very badly made in general. They use 6 textures where two would have the same effect. No alpha test on a mostly transparent texture. Bump mapping does almost nothing because the bump matrix is broken, gloss map does nothing because bump is broken, the dark map does nothing that combining textures wouldn't do. The mesh doesn't even use the included raindrop base texture, it uses the original low resolution texture. I can't support a five combination shader like that with the new lighting, it would be a bad idea for performance. It all should be replaced with a new base texture and detail texture.

In the shader menu, there is a text which give somes recommandations:

But I don't get it why either Bloom every time?
And either of which?

Okay, I will fix all that funny stuff. 'either Bloom' means choose one or the other bloom shader but not both (choisir soit l'un soit l'autre?). I only used 'either' because it takes less space to write.

Update. Disabled my lighting mods, so using default lights, still same blackness problems (started a new game, straight off the boat, black).
Changed the fx file, and the exterior lighting works.

Very odd though, as since I've got the light settings to your recommendations, Linear value is zero, so there is no difference between row 89 and 90 as a result.

One thing I have noticed, it does make exteriors brighter during the day (which is fine), which enhances the effect of the bloom shader even more. Maybe the bloom shaders need their effects tuned down a little bit? I'll have to experiment with the shaders for my setup, but I thought I'd report it.

It's probably due to a single max range light included in a mesh that is breaking the lighting values. You would have to inspect the entire world scenegraph with the ssg command to find it, but that may take too long. Yes, after a lighting change every light setting may need to be readjusted, due to the 1.0 light limit from the standard engine no longer existing. The main problem outside is sunlight + ambient easily goes over 1.0.
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Andrea P
 
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Joined: Mon Feb 12, 2007 7:45 am

Post » Fri May 04, 2012 5:08 pm

It's just I don't know which other Bloom shaders you talk in this text. ^^
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Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Fri May 04, 2012 5:47 pm

It's just I don't know which other Bloom shaders you talk in this text. ^^
He means that the user should pick between "Bloom Fine" or "Bloom Soft". It's up to the user, as both are good shaders and look good, which is better is up to personal preference.
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Heather beauchamp
 
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Joined: Mon Aug 13, 2007 6:05 pm

Post » Fri May 04, 2012 6:04 pm

ah perfect!! thanks Knots \o/
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Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Fri May 04, 2012 2:54 pm

Hey, I wanted to post in this thread because I knew you guys could appreciate it. Indulge me for a moment :)

I just built my first gaming PC (i5 2500k, xfx 6870, asrock z68 gen3 all OC) and all I can say is WOW. It used to literally take upwards of 5 mins to load morrowind and my performance was around 10-20 outdoors (5 in balmora and vivec) but now its through the roof even at 1900x1080 with distant land out to 15 and shaders at high.

Anyhow I really wanted to thank you hrnchamd for making MGEXE. I was happy with morrowind running like crap. Now I dont have to be!!
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Alycia Leann grace
 
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Joined: Tue Jun 26, 2007 10:07 pm

Post » Fri May 04, 2012 7:29 am

That last patch may also have fixed the infinite dynamic ripples problem, forgot to mention.

Yes, it has! Dynamic ripples now work fine on my card (ATI Mobility Radeon HD 3400). Many thanks. :-)
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koumba
 
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Joined: Thu Mar 22, 2007 8:39 pm

Post » Fri May 04, 2012 2:38 pm

Tried to reproduce the bug some encounter with real-time shadows set to less than maximum, but never saw anything out of the ordinary.

There seems to be a problem with Bloom Soft. Whenever I draw a weapon or switch to 3rd person the screen goes completely blank (more precisely, blue in exteriors and black in interiors). Sheathing the weapon or returning to 1st person fixes it. When I narrowed the problem down to this particular shader I also tested Bloom Fine, but it worked... well, fine.

Ah, now that I remember, there is also a lasting problem with HDR. For a while already I've been unable to set custom map markers (by double-clicking on the map) with HDR on. Turning it off works like a charm.

Both should be easily reproducible, just toggle them on/off in-game.
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Lillian Cawfield
 
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Joined: Thu Nov 30, 2006 6:22 pm

Post » Fri May 04, 2012 5:03 am

I have a few items from the prison ship casting reflections and shadows in the water after it is gone. Is there a way to exclude everything from the ship?
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DeeD
 
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Joined: Sat Jul 14, 2007 6:50 pm

Post » Fri May 04, 2012 2:11 pm

I have a few items from the prison ship casting reflections and shadows in the water after it is gone. Is there a way to exclude everything from the ship?
Spoiler

: MGE distant statics list (for MGE 3.8.0 SVN rev.90 or later)
: ...
: Where multiple objects share the same mesh, individual objects can be enabled or disabled by adding the line [names] followed by a list of edid's, one per line, to the bottom of the file
: Syntax is [=]
[names]
: Character generation
"CharGen Boat"
Character generation
CharGen_barrel_01
CharGen_barrel_02
CharGen_cabindoor
CharGen_chest_02_empty
CharGen_crate_01
CharGen_crate_01_empty
CharGen_crate_01_misc01
CharGen_crate_02
CharGen_lantern_03_sway
CharGen_plank
CharGen_ship_trapdoor
CharGenbarrel_01_drinksthis seems to work for me
Spoiler
: Disable individual objects - more complete
[names]
Ex_DAE_Boethiah_fixed
ex_dae_r_platform_01_boe
ex_de_scaffold_01_boe
ex_de_scaffold_01a_boe
ex_de_scaffold_02_boe
ex_de_scaffold_02a_boe
ex_de_scaffold_02b_boe
ex_de_scaffold_02c_boe
ex_de_scaffold_03_boe
ex_de_scaffold_03a_boe
misc_com_bucket_boe_uni
misc_com_bucket_boe_unia
misc_com_bucket_boe_unib

: Firemoth
_firemoth_ex_longboat
fm_boat_dock
FM_boat_island

: Raven Rock
a_ex_colonyboat
ex_co_ship_baro
ex_colony_bar_inn01_2
ex_colony_barn01_1
ex_colony_barn02_2
ex_colony_const_barn01_1
ex_colony_const_barn01_2
ex_colony_const_barn01_2_2t
ex_colony_const_barn01_2_ser
ex_colony_const_barn01_4
ex_colony_const_house01_1
ex_colony_const_house01_2
ex_colony_const_house01_4
ex_colony_const_house02_1
ex_colony_const_house02_2
ex_colony_const_house02_2_ser
ex_colony_const_house02_2t
ex_colony_const_house02_3
ex_colony_const_house02_4
ex_colony_const_house03_1
ex_colony_const_house03_2
ex_colony_const_house03_3
ex_colony_const_house03_4
ex_colony_const_struc01_1
ex_colony_const_struc01_2
ex_colony_const_struc01_4
ex_colony_const_struc01_4 f1
ex_colony_const_struc01_4 f2
ex_colony_const_struc01_4 f3
ex_colony_house01_1
ex_colony_house01_2
ex_colony_house01_3
ex_colony_house02_1
ex_colony_house02_3
ex_colony_house02b_2
ex_colony_house03_3
ex_colony_house03b_3
ex_colony_mine_entrance01_1
ex_colony_miners_office01_1
ex_colony_p_residence01a_4
ex_colony_p_residence01b_4
ex_colony_p_residence01c_4
ex_colony_pier01
ex_colony_sop01_2
ex_colony_sop02b_2
ex_colony_tower01_4
ex_colony_wall_01_3
ex_colony_wall_01_4
ex_colony_wall_01m_3
ex_colony_wall_01m_4
ex_colony_wall_02_3
ex_colony_wall_02_4
ex_colony_wall_02m
ex_colony_wall_02m_3
ex_colony_wall_03_3
ex_colony_wall_03_4
ex_colony_wall_03m_3
ex_colony_wall_03m_4

: Rethan Manor
ex_h_pcfort_01
ex_h_pcfort_02
ex_h_pcfort_03
ex_h_pcfort_04
ex_h_pcfort_05
ex_h_pcfort_bal_01
ex_h_pcfort_bt_01
ex_h_pcfort_w_01
ex_h_pcfort_w_02
ex_h_pcfort_wc_01
ex_h_pcfort_we_01
ex_h_pcfort_wg_01
ex_h_pcfort_wg_02
ex_h_pcfort_wu_01
ex_h_pcfort_wu_02

: Indarys Manor
ex_r_pcfort_01
ex_r_pcfort_02
ex_r_pcfort_03
ex_r_pcfort_wa_01
ex_r_pcfort_wc_01
ex_r_pcfort_ws_01
ex_r_pcfort_wu_01

: Tel Uvirith
ex_t_pc_hold_bridge_lcurved
ex_t_pc_hold_dock_01_a
ex_t_pc_hold_gateway_great_a
ex_t_pc_hold_housepod_01
ex_t_pc_hold_housepod_02
ex_t_pc_hold_housepod_02a
ex_t_pc_hold_housepod_02b
ex_t_pc_hold_housepod_02c
ex_t_pc_hold_housepod_03
ex_t_pc_hold_housepod_03a
ex_t_pc_hold_housestem_01
ex_t_pc_hold_housestem_02a
ex_t_pc_hold_housestem_02b
ex_t_pc_hold_menhir_01_a
ex_t_pc_hold_menhir_l_01_a
ex_t_pc_hold_root_03_a
ex_t_pc_hold_root_03_p2_a
ex_t_pc_hold_root_03_p2_b
ex_t_pc_hold_root_xl_02
ex_t_pc_hold_root_xl_02a
ex_t_pc_hold_root_xl_02aa
ex_t_pc_hold_root_xl_02b
ex_t_pc_hold_root_xl_02bb
ex_t_pc_hold_root_xl_02c
ex_t_pc_hold_root_xl_02cc
ex_t_pc_hold_root_xl_02d
ex_t_pc_hold_root_xl_02e
ex_t_pc_hold_root_xl_02f
ex_t_pc_hold_root_xl_03
ex_t_pc_hold_slavemarket
ex_t_pc_hold_slavemarket_a
ex_t_pc_hold_stair_spiral_a
ex_t_pc_hold_stair_spiral_b
ex_t_pc_hold_tower_seedling
ex_t_pc_hold_tower_seedling_lrg
ex_t_pc_hold_tower_seedling_sml
ex_t_pc_hold_tower_strght_lrg
ex_t_pc_hold_turret_01
ex_t_pc_hold_turret_02
ex_t_pc_hold_turret_03
ex_t_playertower_sprout_p1comp

: Character generation
"CharGen Boat"
Character generation
CharGen_barrel_01
CharGen_barrel_02
CharGen_cabindoor
CharGen_chest_02_empty
CharGen_crate_01
CharGen_crate_01_empty
CharGen_crate_01_misc01
CharGen_crate_02
CharGen_lantern_03_sway
CharGen_plank
CharGen_ship_trapdoor
CharGenbarrel_01_drinks

: Moons_Spawn
aMS1_bridge1
aMS1_bridge1
aMS1_bridge2
aMS1_bridge2
aMS1_bridge3
aMS1_bridge3
aMS1_door_static
aMS1_door_static1
aMS1_doorjam00
aMS1_doorjam00
aMS1_doorway_sphere
aMS1_doorway_sphere
aMS1_doorway_sphere2
aMS1_enter1
aMS1_enter1
aMS1_icesheet_01
aMS1_icesheet_01
aMS1_lava_rock_1
aMS1_lava_rock_1
aMS1_lava_rock_10
aMS1_lava_rock_10
aMS1_lava_rock_11
aMS1_lava_rock_11
aMS1_lava_rock_12
aMS1_lava_rock_12
aMS1_lava_rock_2
aMS1_lava_rock_2
aMS1_lava_rock_3
aMS1_lava_rock_3
aMS1_lava_rock_4
aMS1_lava_rock_4
aMS1_lava_rock_5
aMS1_lava_rock_5
aMS1_lava_rock_6
aMS1_lava_rock_6
aMS1_lava_rock_7
aMS1_lava_rock_7
aMS1_lava_rock_8
aMS1_lava_rock_8
aMS1_lava_rock_9
aMS1_lava_rock_9
aMS1_lift
aMS1_Main_Door
aMS1_mechhead00
aMS1_mechhips00
aMS1_mechlarm00
aMS1_mechlfoot00
aMS1_mechlfrarm00
aMS1_mechlhand00
aMS1_mechlthigh00
aMS1_mechrarm00
aMS1_mechrfarm00
aMS1_mechrfoot00
aMS1_mechrhand00
aMS1_mechrthigh00
aMS1_mechtorso00
aMS1_mist_01
aMS1_Moon
aMS1_neon1
aMS1_neon4
aMS1_neonbroke1
aMS1_neonbroke2
aMS1_neonbroke3
aMS1_neonbroke4
aMS1_observ
aMS1_observ
aMS1_pipe
aMS1_ruin_tower00
aMS1_ruin10
aMS1_ruin20
aMS1_ruin30
aMS1_ruin60
aMS1_ruin60_2
aMS1_ruin60_3
aMS1_ruin60_4
aMS1_ruin60_4
aMS1_ruin70_1
aMS1_ruin70_2
aMS1_ruin80_1
aMS1_ruin80_2
aMS1_ruin80_3
aMS1_ruin80_4
aMS1_sphere_01
aMS1_steamstack1
aMS1_steamstack2
aMS1_steamstack3
aMS1_volcano_steam1
aMS1_volcano_steam2
aMS1_volcano_steam3
aMS1_walker00_1
aMS1_walker00_2
aMS1_walker10_1
aMS1_walker10_2
aMS1_walker20_1
aMS1_walker20_2
aMS1_waterfall_05
aMS2_bridge1
aMS2_bridge1
aMS2_bridge2
aMS2_bridge2
aMS2_bridge3
aMS2_bridge3
aMS2_door_static
aMS2_door_static1
aMS2_doorjam00
aMS2_doorjam00
aMS2_doorway_sphere
aMS2_doorway_sphere
aMS2_doorway_sphere2
aMS2_enter1
aMS2_enter1
aMS2_icesheet_01
aMS2_icesheet_01
aMS2_lava_rock_1
aMS2_lava_rock_1
aMS2_lava_rock_10
aMS2_lava_rock_10
aMS2_lava_rock_11
aMS2_lava_rock_11
aMS2_lava_rock_12
aMS2_lava_rock_12
aMS2_lava_rock_2
aMS2_lava_rock_2
aMS2_lava_rock_3
aMS2_lava_rock_3
aMS2_lava_rock_4
aMS2_lava_rock_4
aMS2_lava_rock_5
aMS2_lava_rock_5
aMS2_lava_rock_6
aMS2_lava_rock_6
aMS2_lava_rock_7
aMS2_lava_rock_7
aMS2_lava_rock_8
aMS2_lava_rock_8
aMS2_lava_rock_9
aMS2_lava_rock_9
aMS2_lift
aMS2_Main_Door
aMS2_mechhead00
aMS2_mechhips00
aMS2_mechlarm00
aMS2_mechlfoot00
aMS2_mechlfrarm00
aMS2_mechlhand00
aMS2_mechlthigh00
aMS2_mechrarm00
aMS2_mechrfarm00
aMS2_mechrfoot00
aMS2_mechrhand00
aMS2_mechrthigh00
aMS2_mechtorso00
aMS2_mist_01
aMS2_Moon
aMS2_observ
aMS2_pipe
aMS2_ruin_tower00
aMS2_ruin10
aMS2_ruin20
aMS2_ruin30
aMS2_ruin60
aMS2_ruin60_2
aMS2_ruin60_3
aMS2_ruin60_4
aMS2_ruin70_1
aMS2_ruin70_2
aMS2_ruin80_1
aMS2_ruin80_2
aMS2_ruin80_3
aMS2_ruin80_4
aMS2_sphere_01
aMS2_steamstack1
aMS2_steamstack2
aMS2_steamstack3
aMS2_volcano_steam1
aMS2_volcano_steam2
aMS2_volcano_steam3
aMS2_walker00_1
aMS2_walker00_2
aMS2_walker10_1
aMS2_walker10_2
aMS2_walker20_1
aMS2_walker20_2
aMS2_waterfall_05
aMS3_bridge1
aMS3_bridge1
aMS3_bridge2
aMS3_bridge2
aMS3_bridge3
aMS3_bridge3
aMS3_door_static
aMS3_door_static1
aMS3_doorjam00
aMS3_doorjam00
aMS3_doorway_sphere
aMS3_doorway_sphere
aMS3_doorway_sphere2
aMS3_enter1
aMS3_enter1
aMS3_icesheet_01
aMS3_icesheet_01
aMS3_lava_rock_1
aMS3_lava_rock_1
aMS3_lava_rock_10
aMS3_lava_rock_10
aMS3_lava_rock_11
aMS3_lava_rock_11
aMS3_lava_rock_12
aMS3_lava_rock_12
aMS3_lava_rock_2
aMS3_lava_rock_2
aMS3_lava_rock_3
aMS3_lava_rock_3
aMS3_lava_rock_4
aMS3_lava_rock_4
aMS3_lava_rock_5
aMS3_lava_rock_5
aMS3_lava_rock_6
aMS3_lava_rock_6
aMS3_lava_rock_7
aMS3_lava_rock_7
aMS3_lava_rock_8
aMS3_lava_rock_8
aMS3_lava_rock_9
aMS3_lava_rock_9
aMS3_lift
aMS3_Main_Door
aMS3_mechhead00
aMS3_mechhips00
aMS3_mechlarm00
aMS3_mechlfoot00
aMS3_mechlfrarm00
aMS3_mechlhand00
aMS3_mechlthigh00
aMS3_mechrarm00
aMS3_mechrfarm00
aMS3_mechrfoot00
aMS3_mechrhand00
aMS3_mechrthigh00
aMS3_mechtorso00
aMS3_mist_01
aMS3_Moon
aMS3_observ
aMS3_pipe
aMS3_ruin_tower00
aMS3_ruin10
aMS3_ruin20
aMS3_ruin30
aMS3_ruin60
aMS3_ruin60_2
aMS3_ruin60_3
aMS3_ruin60_4
aMS3_ruin70_1
aMS3_ruin70_2
aMS3_ruin80_1
aMS3_ruin80_2
aMS3_ruin80_3
aMS3_ruin80_4
aMS3_sphere_01
aMS3_steamstack1
aMS3_steamstack2
aMS3_steamstack3
aMS3_volcano_steam1
aMS3_volcano_steam2
aMS3_volcano_steam3
aMS3_walker00_1
aMS3_walker00_2
aMS3_walker10_1
aMS3_walker10_2
aMS3_walker20_1
aMS3_walker20_2
aMS3_waterfall_05
aMS4_bridge1
aMS4_bridge1
aMS4_bridge2
aMS4_bridge2
aMS4_bridge3
aMS4_bridge3
aMS4_door_static
aMS4_door_static1
aMS4_doorjam00
aMS4_doorjam00
aMS4_doorway_sphere
aMS4_doorway_sphere
aMS4_doorway_sphere2
aMS4_enter1
aMS4_enter1
aMS4_icesheet_01
aMS4_icesheet_01
aMS4_lava_rock_1
aMS4_lava_rock_1
aMS4_lava_rock_10
aMS4_lava_rock_10
aMS4_lava_rock_11
aMS4_lava_rock_11
aMS4_lava_rock_12
aMS4_lava_rock_12
aMS4_lava_rock_2
aMS4_lava_rock_2
aMS4_lava_rock_3
aMS4_lava_rock_3
aMS4_lava_rock_4
aMS4_lava_rock_4
aMS4_lava_rock_5
aMS4_lava_rock_5
aMS4_lava_rock_6
aMS4_lava_rock_6
aMS4_lava_rock_7
aMS4_lava_rock_7
aMS4_lava_rock_8
aMS4_lava_rock_8
aMS4_lava_rock_9
aMS4_lava_rock_9
aMS4_lift
aMS4_Main_Door
aMS4_mechhead00
aMS4_mechhips00
aMS4_mechlarm00
aMS4_mechlfoot00
aMS4_mechlfrarm00
aMS4_mechlhand00
aMS4_mechlthigh00
aMS4_mechrarm00
aMS4_mechrarm00_door_dwrv_elev00
aMS4_mechrfarm00
aMS4_mechrfoot00
aMS4_mechrhand00
aMS4_mechrthigh00
aMS4_mechtorso00
aMS4_mist_01
aMS4_Moon
aMS4_observ
aMS4_pipe
aMS4_ruin_tower00
aMS4_ruin10
aMS4_ruin20
aMS4_ruin30
aMS4_ruin60
aMS4_ruin60_2
aMS4_ruin60_3
aMS4_ruin60_4
aMS4_ruin70_1
aMS4_ruin70_2
aMS4_ruin80_1
aMS4_ruin80_2
aMS4_ruin80_3
aMS4_ruin80_4
aMS4_sphere_01
aMS4_steamstack1
aMS4_steamstack2
aMS4_steamstack3
aMS4_volcano_steam1
aMS4_volcano_steam2
aMS4_volcano_steam3
aMS4_walker00_1
aMS4_walker00_2
aMS4_walker10_1
aMS4_walker10_2
aMS4_walker20_1
aMS4_walker20_2
aMS4_waterfall_05
aMS5_bridge1
aMS5_bridge2
aMS5_bridge3
aMS5_door_static
aMS5_door_static1
aMS5_doorjam00
aMS5_doorway_sphere
aMS5_doorway_sphere2
aMS5_enter1
aMS5_icesheet_01
aMS5_lava_rock_1
aMS5_lava_rock_10
aMS5_lava_rock_11
aMS5_lava_rock_12
aMS5_lava_rock_2
aMS5_lava_rock_3
aMS5_lava_rock_4
aMS5_lava_rock_5
aMS5_lava_rock_6
aMS5_lava_rock_7
aMS5_lava_rock_8
aMS5_lava_rock_9
aMS5_lift
aMS5_Main_Door
aMS5_mechhead00
aMS5_mechhips00
aMS5_mechlarm00
aMS5_mechlfoot00
aMS5_mechlfrarm00
aMS5_mechlhand00
aMS5_mechlthigh00
aMS5_mechrarm00
aMS5_mechrfarm00
aMS5_mechrfoot00
aMS5_mechrhand00
aMS5_mechrthigh00
aMS5_mechtorso00
aMS5_mist_01
aMS5_Moon
aMS5_observ
aMS5_pipe
aMS5_ruin_tower00
aMS5_ruin10
aMS5_ruin20
aMS5_ruin30
aMS5_ruin60
aMS5_ruin60_2
aMS5_ruin60_3
aMS5_ruin60_4
aMS5_ruin70_1
aMS5_ruin70_2
aMS5_ruin80_1
aMS5_ruin80_2
aMS5_ruin80_3
aMS5_ruin80_4
aMS5_sphere_01
aMS5_steamstack1
aMS5_steamstack2
aMS5_steamstack3
aMS5_volcano_steam1
aMS5_volcano_steam2
aMS5_volcano_steam3
aMS5_walker00_1
aMS5_walker00_2
aMS5_walker10_1
aMS5_walker10_2
aMS5_walker20_1
aMS5_walker20_2
aMS5_waterfall_05

: TheBlackMill
0bmBoatCREbonheart
0bmBoatCREbonheartDoor
0bmBoatCREbonheartPlank
0bmBoatDWCoast
0bmBoatDWCoastDoor
0bmBoatDWCoastPlank
0bmBoatDWIsle
0bmBoatDWIsleDoor
0bmBoatDWIslePlank
0bmdarkwolf2
0bmordincaptain
0bmtowercomph
0bmtowercompsol1
0bmtowercompsol2
0bmtowercompsol3
0bmtowercompsol4
0bmtowerord1
0bmtowerord2
0bmtowerord3
0bmtowerord4
0bm_p_ConradusRexSI

: Tusar
Tusar_longboat01_Q14
Tusar_longboat01_Q15

:Iredior
GT_AbandonedNorthShoreSewerDoor
GT_Beacon
GT_BeaconOut
GT_Bullionship
GT_BullionShipCabinDoor
GT_BullionShipHoldDoor
GT_EvilScumBoat01
GT_EvilScumBoat02
GT_GloryEmpire
GT_GloryEmpire_plank
GT_GloryEmpireCabinDoor
GT_GloryEmpireHoldDoor
GT_GuneldaBoatFixed
GT_GuneldaBoatHoled
GT_GuneldaBoatSunk
GT_LeifTravelBoat
GT_OldFortTravelBoat
GT_OldFortTravelOar
GT_PirateShip
GT_PirateShipCabinDoor
GT_PirateShipHoldDoor
GT_PrisonShip
GT_PrisonShipCabinDoor
GT_PrisonShipHoldDoor
GT_PrisonShipPlank
GT_SenisaBoat
GT_SleepyRat
GT_StalkActivator
GT_TagriusTrapBoat
GT_TempleCamp_cavern_ramp02
GT_TempleCamp_ex_ashl_tent_04
GT_TemplePortal
GT_TemplePortalFrame

:BlackQueenChronicles
ex_longboat_TK
prison_trap_plank
TK_false_wall_jiub
chargen boat_01
chargen_plank_01

:TheGoblinLab
Gol_Burnlight
gol_lava_nchafleft
Gol_Plank_Kh_02
Gol_Plank_Kh_03
Gol_Plank_Kh_04
Gol_Plank_Kh_05
Gol_rail_cart
Gol_Ra'katash_x
Gol_Rock_LS
Gol_UJ_Crystal_01
Gol_UJ_Crystal_02
Gol_UJ_Crystal_03
Gol_UJ_Crystal_04
Gol_UJ_Crystal_05
Gol_UJ_Crystal_06
Gol_UJ_Crystal_07
Gol_UJ_Crystal_08
Gol_UJ_Crystal_09
Gol_UJ_Crystal_10
Gol_UJ_Crystal_11
Gol_UJ_Crystal_12
Gol_UJ_Crystal_13
Gol_UJ_Crystal_14
Gol_UJ_Crystal_15
Gol_UJ_Crystal_15
Gol_UJ_Crystal_16
Gol_UJ_Crystal_17
Gol_UJ_Crystal_18
Gol_UJ_Crystal_19
Gol_UJ_Crystal_20
Gol_Vas_Forcefield
Gol_WG_02
Gol_WG_03

:Korobal
jec_e_ar_ld_01a
jec_e_banner_05
jec_e_banner_06
jec_e_banner_07
jec_e_banner_12
jec_e_banner_13
jec_e_banner_14
jec_e_banner_15
jec_e_banner_20
jec_e_banner_21
jec_e_banner_22
jec_e_banner_23
jec_e_banner_28
jec_e_banner_29
jec_e_banner_30
jec_e_banner_31
jec_e_eec_ld_01a
jec_e_etc_ld_01a
jec_e_fg_ld_01a
jec_e_gh_npc_24
jec_e_gh_npc_31
jec_e_gh_npc_55
jec_e_gh_npc_56
jec_e_ic_ld_01a
jec_e_inn_ld_01a
jec_e_mg_ld_01a
jec_e_mt_ld_01a
jec_e_t_ld_01a
jec_e_tg_ld_01a
jec_e_wp_ld_01a


:Lothavor's Legacy
li_boatplank_sadrith
li_longboat02_island
li_longboat02_sadrith

:Five Keys Of Azura
fkoa_dandy
fkoa_dandy_plank

:MNC_Ebonheart
MNC_Windmill_ex
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Fri May 04, 2012 2:49 pm

In your more complete exclusions list, the problem is that all the statics listed in it will not appear in the distant land ever even after their constrcution (I mean like the Tel Uvirith things ^^) ?
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Fri May 04, 2012 6:21 am

In your more complete exclusions list, the problem is that all the statics listed in it will not appear in the distant land ever even after their constrcution (I mean like the Tel Uvirith things ^^) ?
Yes, if you want them visible from distance again you probably should use a copy of the file commenting the related lines and regenerate distant land.
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Fri May 04, 2012 4:39 pm

So there is no way to do that automatically? Hrnchamd?
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Fri May 04, 2012 4:09 pm

So there is no way to do that automatically?
this is probably too mod dependant/variable to be automated.
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Fri May 04, 2012 10:19 am

this is probably too mod dependant/variable to be automated.

I think mod dependence can be neglected (including a new DL option to generate statics for unmodded houses). Then it'll be necessary to read the building stages from the last (or chosen) savegame and re-generate only that particular group of statics. The list can be composed including all construction stages for all unmodded houses. It will also be great to detect whether the Ghostfence still stands.

Then again, it might be just too much hassle for such a humble effect. Someone may as well write a separate utility to process your current static exclusion list editing it according to your savegame.
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Fri May 04, 2012 5:27 am

I think mod dependence can be neglected
ah, sorry, I did not express clearly. I was meaning dependant in a general way, not simply declared master list.
Then again, it might be just too much hassle for such a humble effect.
Yes. Mods enabling/disabling logic may be different, flags used can be global variables, journal entries, no fixed rules, no feasible way to detect logic automatically from mod source/savegame , it would require a mod database (similar to mlox for loading order) with variables/journals/quest enabling/disabling stage logic.
Also, even having such a tool/database, change once things (e. g. ghostfence, prison ship, Boethia's statue, Firemoth boat...) would be perhaps doable, but think about Private MobileBase, Moons Spawn, galleon travel like mods, you would have to regenerate distant statics each time your moon/base/galleon moves...
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Fri May 04, 2012 2:40 pm

here are some issues with the latest version:

Spoiler

http://img208.imageshack.us/img208/1861/containerbrightness.jpg
somethimes when i open a container, my inventory or save/load the brightness of the game changes slightly (not very good visible in the pic)

http://img607.imageshack.us/img607/1712/doorg.jpg
these doors have black triangles with new lighting (door_cavern_doors10)

http://img821.imageshack.us/img821/4558/fogcolor1.jpg
http://img163.imageshack.us/img163/448/fogcolor2.jpg
exp fog has different colors behind MW drawdistance. very obvious at red mountain but if you look close its nearly always there

http://img13.imageshack.us/img13/4152/horizonr.jpg
when flying high, the horizon looks like this and moves with the camera

http://img813.imageshack.us/img813/5396/overcastsky.jpg
on overcast/rain the sky texture gets very blurry when i use mgexe

http://img197.imageshack.us/img197/1467/waterandland.jpg
still slight water plane clipping issues at some angles

http://img813.imageshack.us/img813/1166/rainsso.jpg
ssao and even creatures are visible through meshes while rain and overcast

the 3d water is still twitchy while moving

particles and npcs/creatures can be seen further on the horizontal edges of the screen, maybe you can fix that the same way you did for the distant land meshes?

There's already a small blur on underwater effects, but I think it including it by default would be annoying for gameplay reasons. You could edit a copy of the DoF shader to be real blurry and only turn on underwater. Shaders can already access eye position and water level, so I could add darkness as you go underwater. Again, for gameplay reasons it needs tuning because there are deep ruins and shipwrecks that need to be accessible and I don't have the time to survey everything.

iam using the dof shader now for underwater blur and its working nice, but is it possible to get the player hands blurred too? well it says "tweaked to save your poor blurry hands by peachykeen" in the top of the shader.

how would a shader to darken the screen the deeper you dive work? wouldnt it be possible to use nighteye or the light spell (when its fixed) to see in deep waters? so would it be possible to change the denisty/brightness of the underwater fog via shader or only the screen brightness?
User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Fri May 04, 2012 8:56 pm

abot, thanks so much for the exclusion lists. It's perfect for taking away the things I don't plan to use at all, like the houses I won't be joining. As far as those enormous moveables go, like PMBase and TUGalleon; I have tried them both and I as long as I excluded the mods from distant land, the fact they didn't cast shadows or reflections didn't matter. My mind doesn't seem to notice that, but if there is a shadow or reflection of something that *isn't* there, my eye goes straight to it.

I'm kinda simple when it comes to complicated programs like MGE, but I know enough to know I don't mind regenerating distant land if I add something mid-game, but in order to keep things organized in my mind, I have discovered it is simpler for me to run multiple installs with different mods depending on my character, therefore I always have multiple sets of distant land files.
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Fri May 04, 2012 4:37 pm

As i can see Repairing Cogs of Morrowind topics are closed, so I'll ask here. It's possible to make bows and crossbows while enchanted on hit, to make arrows/bolts wielding it's magic?
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Fri May 04, 2012 8:00 pm

This is looking awesome Hrnchamd. Good luck with fixing the light spell; it is surely the ugliest thing in the game. On the subject of bloom, you can use both at once, right? Because I have been, and it seems that they are both working together. Still messing around in Skyrim so I have only given the new lighting a brief look, but it really is awesome.

As i can see Repairing Cogs of Morrowind topics are closed, so I'll ask here. It's possible to make bows and crossbows while enchanted on hit, to make arrows/bolts wielding it's magic?
The latest one is still open, it's just that Hrnchamd didn't make it. http://www.gamesas.com/topic/1244500-repairing-the-cogs-of-morrowind-27/
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

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